/*
* The ManaPlus Client
* Copyright (C) 2011-2018 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
/* _______ __ __ __ ______ __ __ _______ __ __
* / _____/\ / /\ / /\ / /\ / ____/\ / /\ / /\ / ___ /\ / |\/ /\
* / /\____\// / // / // / // /\___\// /_// / // /\_/ / // , |/ / /
* / / /__ / / // / // / // / / / ___ / // ___ / // /| ' / /
* / /_// /\ / /_// / // / // /_/_ / / // / // /\_/ / // / | / /
* /______/ //______/ //_/ //_____/\ /_/ //_/ //_/ //_/ //_/ /|_/ /
* \______\/ \______\/ \_\/ \_____\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/
*
* Copyright (c) 2004, 2005, 2006, 2007 Olof Naessén and Per Larsson
* Copyright (C) 2007-2010 The Mana World Development Team
*
* Js_./
* Per Larsson a.k.a finalman _RqZ{a<^_aa
* Olof Naessén a.k.a jansem/yakslem _asww7!uY`> )\a//
* _Qhm`] _f "'c 1!5m
* Visit: http://guichan.darkbits.org )Qk
ws?a-?' ._/L #'
* binary forms, with or without )4d[#7r, . ' )d`)[
* modification, are permitted provided _Q-5'5W..j/?' -?!\)cam'
* that the following conditions are met: j<. a J@\
* this list of conditions and the j(]1u
PRAGMA48(GCC diagnostic pop)
#include "debug.h"
extern volatile time_t cur_time;
SDLInput *guiInput = nullptr;
SDLInput::SDLInput() :
mKeyInputQueue(),
mMouseInputQueue(),
mMouseMoveTime(0),
mMouseDown(false),
mMouseInWindow(true)
{
}
KeyInput SDLInput::dequeueKeyInput()
{
if (mKeyInputQueue.empty())
return KeyInput();
KeyInput keyInput = mKeyInputQueue.front();
mKeyInputQueue.pop();
return keyInput;
}
MouseInput SDLInput::dequeueMouseInput()
{
MouseInput mouseInput;
if (mMouseInputQueue.empty())
return MouseInput();
mouseInput = mMouseInputQueue.front();
mMouseInputQueue.pop();
return mouseInput;
}
void SDLInput::pushInput(const SDL_Event &event)
{
BLOCK_START("SDLInput::pushInput")
KeyInput keyInput;
MouseInput mouseInput;
switch (event.type)
{
case SDL_KEYDOWN:
{
keyInput.setType(KeyEventType::PRESSED);
convertKeyEventToKey(event, keyInput);
mKeyInputQueue.push(keyInput);
break;
}
case SDL_KEYUP:
{
keyInput.setType(KeyEventType::RELEASED);
convertKeyEventToKey(event, keyInput);
mKeyInputQueue.push(keyInput);
break;
}
#ifdef USE_SDL2
case SDL_TEXTINPUT:
keyInput.setType(KeyEventType::PRESSED);
keyInput.setKey(Key(KeyValue::TEXTINPUT));
keyInput.setText(event.text.text);
mKeyInputQueue.push(keyInput);
break;
case SDL_MOUSEWHEEL:
{
const int y = event.wheel.y;
if (y)
{
mouseInput.setX(gui->getLastMouseX());
mouseInput.setY(gui->getLastMouseY());
#ifdef ANDROID
mouseInput.setReal(0, 0);
#endif // ANDROID
mouseInput.setButton(MouseButton::WHEEL);
if (y > 0)
mouseInput.setType(MouseEventType::WHEEL_MOVED_UP);
else
mouseInput.setType(MouseEventType::WHEEL_MOVED_DOWN);
mouseInput.setTimeStamp(SDL_GetTicks());
mMouseInputQueue.push(mouseInput);
}
break;
}
#endif // USE_SDL2
#ifdef ANDROID
#ifndef USE_SDL2
case SDL_ACCELEROMETER:
break;
#endif // USE_SDL2
#endif // ANDROID
case SDL_MOUSEBUTTONDOWN:
{
mMouseDown = true;
const int scale = mainGraphics->getScale();
const int x = event.button.x / scale;
const int y = event.button.y / scale;
mouseInput.setX(x);
mouseInput.setY(y);
#ifdef ANDROID
#ifdef USE_SDL2
mouseInput.setReal(x, y);
#else // USE_SDL2
mouseInput.setReal(event.button.realx / scale,
event.button.realy / scale);
#endif // USE_SDL2
#endif // ANDROID
mouseInput.setButton(convertMouseButton(event.button.button));
#ifndef USE_SDL2
if (event.button.button == SDL_BUTTON_WHEELDOWN)
mouseInput.setType(MouseEventType::WHEEL_MOVED_DOWN);
else if (event.button.button == SDL_BUTTON_WHEELUP)
mouseInput.setType(MouseEventType::WHEEL_MOVED_UP);
else
#endif // USE_SDL2
mouseInput.setType(MouseEventType::PRESSED);
mouseInput.setTimeStamp(SDL_GetTicks());
mMouseInputQueue.push(mouseInput);
break;
}
case SDL_MOUSEBUTTONUP:
{
mMouseDown = false;
const int scale = mainGraphics->getScale();
const int x = event.button.x / scale;
const int y = event.button.y / scale;
mouseInput.setX(x);
mouseInput.setY(y);
#ifdef ANDROID
#ifdef USE_SDL2
mouseInput.setReal(x, y);
#else // USE_SDL2
mouseInput.setReal(event.button.realx / scale,
event.button.realy / scale);
#endif // USE_SDL2
#endif // ANDROID
mouseInput.setButton(convertMouseButton(event.button.button));
mouseInput.setType(MouseEventType::RELEASED);
mouseInput.setTimeStamp(SDL_GetTicks());
mMouseInputQueue.push(mouseInput);
break;
}
case SDL_MOUSEMOTION:
{
const int scale = mainGraphics->getScale();
const int x = event.motion.x / scale;
const int y = event.motion.y / scale;
mouseInput.setX(x);
mouseInput.setY(y);
#ifdef ANDROID
#ifdef USE_SDL2
mouseInput.setReal(x, y);
#else // USE_SDL2
mouseInput.setReal(event.motion.realx / scale,
event.motion.realy / scale);
#endif // USE_SDL2
#endif // ANDROID
mouseInput.setButton(MouseButton::EMPTY);
mouseInput.setType(MouseEventType::MOVED);
mouseInput.setTimeStamp(SDL_GetTicks());
mMouseInputQueue.push(mouseInput);
mMouseMoveTime = cur_time;
break;
}
#ifndef USE_SDL2
case SDL_ACTIVEEVENT:
/*
* This occurs when the mouse leaves the window and the Gui-chan
* application loses its mousefocus.
*/
if ((event.active.state & SDL_APPMOUSEFOCUS) != 0 &&
event.active.gain == 0U)
{
mMouseInWindow = false;
if (!mMouseDown)
{
mouseInput.setX(-1);
mouseInput.setY(-1);
mouseInput.setButton(MouseButton::EMPTY);
mouseInput.setType(MouseEventType::MOVED);
mMouseInputQueue.push(mouseInput);
mMouseMoveTime = cur_time;
}
}
if ((event.active.state & SDL_APPMOUSEFOCUS) != 0 &&
event.active.gain != 0U)
{
mMouseInWindow = true;
}
break;
#endif // USE_SDL2
default:
break;
} // end switch
BLOCK_END("SDLInput::pushInput")
}
void SDLInput::convertKeyEventToKey(const SDL_Event &event, KeyInput &keyInput)
{
keyInput.setKey(Key(convertKeyCharacter(event)));
const InputActionT actionId = inputManager.getActionByKey(event);
if (actionId > InputAction::NO_VALUE)
keyInput.setActionId(actionId);
}
MouseButtonT SDLInput::convertMouseButton(const int button)
{
switch (button)
{
case SDL_BUTTON_LEFT:
return MouseButton::LEFT;
case SDL_BUTTON_RIGHT:
return MouseButton::RIGHT;
case SDL_BUTTON_MIDDLE:
return MouseButton::MIDDLE;
#ifndef USE_SDL2
case SDL_BUTTON_WHEELUP:
case SDL_BUTTON_WHEELDOWN:
return MouseButton::EMPTY;
#endif // USE_SDL2
default:
// We have an unknown mouse type which is ignored.
logger->log("unknown button type: %d", button);
return MouseButton::EMPTY;
}
}
void SDLInput::simulateMouseClick(const int x, const int y,
const MouseButtonT button)
{
MouseInput mouseInput;
mouseInput.setX(x);
mouseInput.setY(y);
mouseInput.setReal(x, y);
mouseInput.setButton(MouseButton::EMPTY);
mouseInput.setType(MouseEventType::MOVED);
mouseInput.setTimeStamp(SDL_GetTicks());
mMouseInputQueue.push(mouseInput);
mouseInput.setButton(button);
mouseInput.setType(MouseEventType::PRESSED);
mouseInput.setTimeStamp(SDL_GetTicks());
mMouseInputQueue.push(mouseInput);
mouseInput.setType(MouseEventType::RELEASED);
mouseInput.setTimeStamp(SDL_GetTicks());
mMouseInputQueue.push(mouseInput);
}
void SDLInput::simulateMouseMove()
{
if (gui == nullptr)
return;
if (mMouseMoveTime == cur_time)
return;
mMouseMoveTime = cur_time;
int x;
int y;
Gui::getMouseState(x, y);
MouseInput mouseInput;
mouseInput.setX(x);
mouseInput.setY(y);
mouseInput.setReal(x, y);
mouseInput.setButton(MouseButton::EMPTY);
mouseInput.setType(MouseEventType::MOVED);
mouseInput.setTimeStamp(SDL_GetTicks());
mMouseInputQueue.push(mouseInput);
}
void SDLInput::simulateKey(const int guiKey,
const InputActionT actionId)
{
KeyInput keyInput;
keyInput.setType(KeyEventType::PRESSED);
#ifdef USE_SDL2
char str[2];
str[0] = CAST_S8(guiKey);
str[1] = 0;
keyInput.setKey(Key(KeyValue::TEXTINPUT));
keyInput.setText(str);
if (guiKey >= 32)
mKeyInputQueue.push(keyInput);
#endif // USE_SDL2
keyInput.setKey(Key(guiKey));
if (actionId > InputAction::NO_VALUE)
keyInput.setActionId(actionId);
mKeyInputQueue.push(keyInput);
keyInput.setType(KeyEventType::RELEASED);
mKeyInputQueue.push(keyInput);
}